﻿using UnityEngine;

namespace Vosvek.ProjectRogue
{

    /// <summary>
    /// Manages the loading and use of sounds. Ideally, this is here to stop 
    /// overlapping and leaks. Its later job might include distance mixing.
    /// </summary>
    public class SoundManager
    {
        // TODO: Consider Ambience, and Music.

        /// <summary>
        /// Plays a sound within world space, so that the player hears the 
        /// sound at an appropriate "distance". This might mean the player is 
        /// too far away for the sound to be heard, in which case the clip does 
        /// not play. Think of this as sounds for the player's character, rather 
        /// than the user.
        /// </summary>
        /// <param name="audioClip">The sound to play</param>
        public void PlayWorldSoundEffect(AudioClip audioClip)
        {
            // TODO: Implement.
        }

        /// <summary>
        /// Plays a sound within the user interface space, so that the user, as
        /// opposed to the player character, always hears the sound.
        /// </summary>
        /// <param name="audioClip"></param>
        public void PlayUiSoundEffect(AudioClip audioClip)
        {
            // TODO: Implement.
        }
    }

}
